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Description
Description
When rendering a DCL scene UI with flexDirection: 'row' and flexWrap: 'wrap', the button order within each row appears reversed compared to Unity's client.
Steps to reproduce
- Deploy a scene with a flex container using
flexDirection: 'row',flexWrap: 'wrap' - Add multiple child elements (e.g., 24 buttons sorted ascending)
- Compare the visual order between Unity and Godot clients
Expected behavior
Per CSS flexbox spec, flexDirection: 'row' with flexWrap: 'wrap' should lay out items left-to-right, wrapping to the next row below:
Actual behavior
The Godot client renders the items in a different order per row compared to Unity. Both clients appear to diverge from the expected CSS flexbox behavior, but in different ways.
Context
Discovered while testing a color/lighting comparison scene that has time-of-day buttons arranged in a wrapped row layout.
Related
This is a UI layout engine issue, not related to scene logic. The scene provides the elements in the correct ascending order. Whats weird is that unity displays it wrong and godot displays it as expected.
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